There’s not a whole lot to report since our last update, but we figured it was time to check-in and let you all know that we’re still alive and that progress on Mage’s Initiation continues to move along at a steady pace.
We’ve been continuing our development strategy of tackling one act per month. Unfortunately, Chris’s PC unexpectedly went down in the middle of scripting Act 2 and he decided to kill two birds with one stone and (finally) do a system upgrade from XP to Windows 7, in light of the rapidly approaching end-of-support date. This took a while to straighten out and ended up setting things back by half a month. Not too bad, really, considering how far development has progressed since our January summit meeting. Everything is still in good shape. We’ve also recently got the final forest layout mapped out and traversable. We can happily report to you that Act 2 has been competely finished, and we’ve just commenced on scripting Act 3 of 4! But don’t get too excited yet -- there’s still an obscene amount of combat and RPG code to link to the main gameplay, and a lot of stat/XP balancing to test and finetune. This all means that we still have no solid timeline for the release, but as we’re sure you all understand, we really want to take our time to make a good, non-rushed title, reminiscent of the Sierra classics that you’ll enjoy playing - and replaying!
The “Art of Mages Initiation” books are being designed and put together as we speak. We’ve also just finished up the character trading cards and will soon be researching foil packaging options (and designs) for them. That should be a lot of fun! The Demon’s Deal card deck designs have also been completely finished but we have yet to have them manufactured or printed.
Tax season means that Rachel, our CFO/accountant gets busier than usual with non-Himalaya duties, so we’ve had to put the swag manufacturing on hiatus until things settle down on that front. But on the plus side, this has allowed for a more solid focus on development for the past month or so. Slowly but surely, the swag items are being checked off the list. Of the physical items still needing to be produced, there’s the Art Prints, T-Shirts, Posters, and Game/DVD boxes… that’s about it. Not much to go, and definitely manageable. No doubt, we’ll have more to say about these items in future updates.
(Note: One of our Severed Head " Augurer" backers has not yet replied back with reference photos - we've sent you an email, so please get back to us when you see it.)
Greenlight Status Update
Himalaya’s Adventure game, Al Emmo and the Lost Dutchman's Mine, has hit position #76 of the top 100 games on Steam Greenlight out of 1,606 total games in the system. Looks like we’re in the home-stretch now and have a high chance of being greenlit within the next month. If you haven’t voted and left a comment yet, remember to do so while there’s still time, and you’ll be automagically entered into our contest to win any 3 Steam games of your choosing. Thank you!
Shoutout: Dead Synchronicity
Here’s a shoutout to a very interesting-looking 2D adventure game on Kickstarter. Dead Synchronicity: Tomorrow Comes Today is just over 50% funded with a week remaining on the clock. The script features dystopian overtones, and the game pays homage to classic adventures (The Secret of Monkey Island, Broken Sword, Day of the Tentacle) but revolves around a more mature theme, along the lines of games such as I have no mouth and I must scream or Sanitarium. They could use some help in reaching their goal, and the art style looks quite distinctive and unique.
In conclusion, we’d like to once again say thanks for your support, votes, patience, money, feedback, and anything else we’ve left out! We’ll be slugging away at Act 3 in the meantime and will continue to keep you in the loop. Happy spell-casting!
The Himalaya Studios Team